Systems and methods for tokenization of digital assets associated with electronic gaming

ABSTRACT

A blockchain system for supporting electronic gaming on a plurality of electronic gaming devices a primary blockchain and a system server participating in the primary blockchain. The primary blockchain defines a partially fungible tokens configured to be used for game play for a first gaming operator. The system server is configured to (i) identify a game outcome from a play of an electronic game based on output of a random number generator, the game outcome includes an award amount of PFTs; (ii) generate a blockchain transaction that includes an operator address as a funds source account of the blockchain transaction, a player address as a destination account of the blockchain transaction, and the award amount of PFTs; and (iii) transmit the blockchain transaction into the primary blockchain, thereby transferring the award amount of PFTs.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application claims the benefit of priority to U.S.Provisional Pat. Application No. 63/248,193, filed on Sep. 24, 2021,entitled “SYSTEMS AND METHODS FOR TOKENIZATION OF DIGITAL ASSETSASSOCIATED WITH ELECTRONIC GAMING”, which is herein incorporated byreference in its entirety.

TECHNICAL FIELD

The field of disclosure relates generally to electronic gaming, and moreparticularly to systems and methods for tokenization of digital assetsassociated with electronic gaming.

BACKGROUND

Electronic gaming machines (“EGMs”) or gaming devices provide a varietyof wagering games such as slot games, video poker games, video blackjackgames, roulette games, video bingo games, keno games and other types ofgames that are frequently offered at casinos and other locations. Playon EGMs typically involves a player establishing a credit balance byinputting money, or another form of monetary credit, and placing amonetary wager (from the credit balance) on one or more outcomes of aninstance (or single play) of a primary or base game. In some cases, aplayer may qualify for a special mode of the base game, a secondarygame, or a bonus round of the base game by attaining a certain winningcombination or triggering event in, or related to, the base game, orafter the player is randomly awarded the special mode, secondary game,or bonus round. In the special mode, secondary game, or bonus round, theplayer is given an opportunity to win extra game credits, game tokens orother forms of payout. In the case of “game credits” that are awardedduring play, the game credits are typically added to a credit metertotal on the EGM and can be provided to the player upon completion of agaming session or when the player wants to “cash out.”

“Slot” type games are often displayed to the player in the form ofvarious symbols arrayed in a row-by-column grid or matrix. Specificmatching combinations of symbols along predetermined paths (or paylines)through the matrix indicate the outcome of the game. The displaytypically highlights winning combinations/outcomes for identification bythe player. Matching combinations and their corresponding awards areusually shown in a “pay-table” which is available to the player forreference. Often, the player may vary his/her wager to include differingnumbers of paylines and/or the amount bet on each line. By varying thewager, the player may sometimes alter the frequency or number of winningcombinations, frequency or number of secondary games, and/or the amountawarded.

Typical games use a random number generator (RNG) to randomly determinethe outcome of each game. The game is designed to return a certainpercentage of the amount wagered back to the player over the course ofmany plays or instances of the game, which is generally referred to asreturn to player (RTP). The RTP and randomness of the RNG ensure thefairness of the games and are highly regulated. Upon initiation of play,the RNG randomly determines a game outcome and symbols are then selectedwhich correspond to that outcome. Notably, some games may include anelement of skill on the part of the player and are therefore notentirely random.

BRIEF DESCRIPTION

In one aspect, a blockchain system for providing digital assets within ablockchain network of participating electronic devices is described. Theblockchain system includes an electronic gaming device of theparticipating electronic devices configured to participate in theblockchain. The electronic gaming device includes a memory storing atleast one node associated with the blockchain network and at least oneprocessor configured to execute instructions. The instructions, whenexecuted, cause the at least one processor to determine a number ofpartially fungible tokens (PFTs) to be assigned to a player account, thePFTs resulting from an electronic game outcome, generate a blockchaintransaction including at least the number of PFTs and a player accountidentifier (ID) associated with the player account, and transmit theblockchain transaction to the at least one node for addition to theblockchain network.

In another aspect, a blockchain system for supporting electronic gamingon a plurality of electronic gaming devices is provided. The blockchainsystem includes a primary blockchain defining a first set of tokensconfigured to be used for game play for a first gaming operator, thefirst set of tokens being partially fungible tokens (PFTs) on theprimary blockchain. The blockchain system also includes a system serverparticipating in the primary blockchain. The system server includes atleast one processor executing instructions that are configured to causethe at least one processor to: (i) identify a game outcome from a playof an electronic game based on output of a random number generator, thegame outcome includes an award amount of PFTs; (ii) generate ablockchain transaction that includes an operator address as a fundssource account of the blockchain transaction, a player address as adestination account of the blockchain transaction, and the award amountof PFTs; and (iii) transmit the blockchain transaction into the primaryblockchain, thereby transferring the award amount of PFTs.

In yet another aspect, a method for supporting electronic gaming isprovided. The method includes creating a first set of tokens on a firstblockchain, the first set of tokens being configured to facilitate gameplay transactions for an electronic game of a first gaming operator, thefirst set of tokens being partially fungible tokens (PFTs) on the firstblockchain. The method also includes identifying a game outcome from aplay of the electronic game based on output of a random numbergenerator, the game outcome includes an award amount of PFTs. The methodfurther includes generating a blockchain transaction that includes anoperator address as a funds source account of the blockchaintransaction, a player address as a destination account of the blockchaintransaction, and the award amount of PFTs. The method also includestransmitting the blockchain transaction into the first blockchain,thereby transferring the award amount of PFTs.

In still another aspect, a blockchain system is provided. The blockchainsystem includes a memory storing a primary blockchain. The blockchainsystem also includes at least one processor executing instructions thatare configured to cause the at least one processor to: (i) create afirst set of tokens as partially fungible tokens (PFTs) on the primaryblockchain, the first set of tokens being configured to be used for gameplay for a first gaming operator; (ii) identify a game outcome from aplay of an electronic game based on output of a random number generator,the game outcome includes an award amount of PFTs; (iii) generate ablockchain transaction that includes an operator address as a fundssource account of the blockchain transaction, a player address as adestination account of the blockchain transaction, and the award amountof PFTs; and (iv) transmit the blockchain transaction into the primaryblockchain, thereby transferring the award amount of PFTs.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an exemplary diagram showing several EGMs networked withvarious gaming related servers.

FIG. 2A is a block diagram showing various functional elements of anexemplary EGM.

FIG. 2B depicts a casino gaming environment according to one example.

FIG. 2C is a diagram that shows examples of components of a system forproviding online gaming according to some aspects of the presentdisclosure.

FIG. 3 illustrates, in block diagram form, an implementation of a gameprocessing architecture algorithm that implements a game processingpipeline for the play of a game in accordance with variousimplementations described herein.

FIG. 4 is an example environment for the tokenization of digital assetsassociated with electronic gaming, as described herein.

FIG. 5A and FIG. 5B illustrate various exchanges between an owner,casinos, and players during use of the blockchain system.

FIG. 6 illustrates aspects of a central exchange (“CEX”) provided by theowner in the blockchain system.

FIG. 7 illustrates a process for adding a new casino to the blockchainsystem.

FIG. 8 illustrates a process for adding a new game to the blockchainsystem and configuring a particular casino to be allowed to operate thatgame in the blockchain system.

FIG. 9 illustrates a process for conducting game play within theblockchain system.

DETAILED DESCRIPTION

Blockchain is a digital platform and technology behind certaincryptocurrencies. Blockchain is intended to create faster, moreefficient ways to transmit, receive, and track transactions using securedata (e.g., from account to account within the blockchain). When atransaction occurs, it is broadcasted to the entire network (e.g., thattransaction is added to every individual’s copy of the blockchainledger). After a certain amount of entries into the ledger, that ledgeris defined as a block and secured using a cryptographic hash functioncalled a proof of work (PoW). The proof is unique to the content of theblock, such that changing the contents of the block changes the proof.The group or individual that creates the proof is called the blockcreator and is given a reward (e.g., known as mining). A transaction caninclude a tip to incentivize the block creator to include thetransaction in that block, thus paying larger fees can speed up atransaction. This fee is called gas. The proof is written onto the nextblock, such that if any block preceding it is changed, every blockproceeding it will have to have new proofs, thereby requiring forgeriesto create proofs faster than the rest of the network combined, thuscreating a blockchain.

A wallet is a public and private key pair. All holdings (HODL) one ownsexist somewhere on the blockchain associated with its public key. Theprivate key pair generates a proof to the network that those assetsbelong to that wallet. Transferring funds is essentially changing thepublic key associated with those coins or tokens.

A coin is a discrete quanta of exchangeable and fungible value on ablockchain. Each coin enables individuals to make payments using digitalcurrency. A token is a coin with an agreement for its use.

A partially fungible token (PFT) is a token standard with variable “use”defined as “partitions”. A PFT is only fungible with tokens with thesame use that exist in the same partition. The use is defined by thePFT’s smart contract. Security tokens allow for the assignment ofarbitrary data to a transaction for a smart contract to determine thereceiver’s authorization and partition. Such data can restrict who cantrade tokens (e.g., allowed (e.g., whitelisted) wallets can trade toanyone, and non-allowed (e.g., blacklisted or non-whitelisted) walletscan only trade to allowed wallets).

A blockchain system is described herein for supporting various types ofgaming, such as wager-based gaming (e.g., using land-based electronicgaming machines (“EGMs”) or digital real money gaming (“RMG”) as well associal gaming (e.g., digital gaming using virtual currencies). In anexample embodiment, a blockchain is provided by the blockchain systemthat establishes and tracks multiple token types for the various typesof gaming, for various particular games, and for multiple operators(e.g., for different casinos). The blockchain system uses blockchainpartitions to create and maintain these various token types for theirspecific uses. An owner or manager of the blockchain system provides theblockchain system for the benefit of operators (e.g., casinos) andplayers (e.g., patrons of the casinos). The blockchain system acts as acentral exchange for the various types of tokens, allowing new casinosto join the blockchain system, define new token types for various usecases (e.g., for particular games, casino locations, or such), minttokens of those token types, and define how those tokens are going to beused in gaming. A player may purchase or otherwise receive one or moreelectronic gaming tokens (“EGTs”, or sometimes just “tokens”) and usethe EGTs in electronic gaming at the casinos. In the example embodiment,each EGT is a partially fungible token (PFT) (e.g., as defined elsewhereherein).

As used herein, the term “gaming entity” refers to an entity includingany or all of the various entities associated with gaming such as, butnot limited to, casino operators, game manufacturers, game developers,game operators, and mobile application (e.g., for mobile devices)operators.

FIG. 1 illustrates several different models of EGMs which may benetworked to various gaming related servers. Shown is a system 100 in agaming environment including one or more server computers 102 (e.g.,slot servers of a casino) that are in communication, via acommunications network, with one or more gaming devices 104A-104X (EGMs,slots, video poker, bingo machines, etc.) that can implement one or moreaspects of the present disclosure. The gaming devices 104A-104X mayalternatively be portable and/or remote gaming devices such as, but notlimited to, a smart phone, a tablet, a laptop, or a game console. Gamingdevices 104A-104X utilize specialized software and/or hardware to formnon-generic, particular machines or apparatuses that comply withregulatory requirements regarding devices used for wagering or games ofchance that provide monetary awards.

Communication between the gaming devices 104A-104X and the servercomputers 102, and among the gaming devices 104A-104X, may be direct orindirect using one or more communication protocols. As an example,gaming devices 104A-104X and the server computers 102 can communicateover one or more communication networks, such as over the Internetthrough a website maintained by a computer on a remote server or over anonline data network including commercial online service providers,Internet service providers, private networks (e.g., local area networksand enterprise networks), and the like (e.g., wide area networks). Thecommunication networks could allow gaming devices 104A-104X tocommunicate with one another and/or the server computers 102 using avariety of communication-based technologies, such as radio frequency(RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV,satellite links and the like.

In some implementation, server computers 102 may not be necessary and/orpreferred. For example, in one or more implementations, a stand-alonegaming device such as gaming device 104A, gaming device 104B or any ofthe other gaming devices 104C-104X can implement one or more aspects ofthe present disclosure. However, it is typical to find multiple EGMsconnected to networks implemented with one or more of the differentserver computers 102 described herein.

The server computers 102 may include a central determination gamingsystem server 106, a ticket-in-ticket-out (TITO) system server 108, aplayer tracking system server 110, a progressive system server 112,and/or a casino management system server 114. Gaming devices 104A-104Xmay include features to enable operation of any or all servers for useby the player and/or operator (e.g., the casino, resort, gamingestablishment, tavern, pub, etc.). For example, game outcomes may begenerated on a central determination gaming system server 106 and thentransmitted over the network to any of a group of remote terminals orremote gaming devices 104A-104X that utilize the game outcomes anddisplay the results to the players.

Gaming device 104A is often of a cabinet construction which may bealigned in rows or banks of similar devices for placement and operationon a casino floor. The gaming device 104A often includes a main doorwhich provides access to the interior of the cabinet. Gaming device 104Atypically includes a button area or button deck 120 accessible by aplayer that is configured with input switches or buttons 122, an accesschannel for a bill validator 124, and/or an access channel for aticket-out printer 126.

In FIG. 1 , gaming device 104A is shown as a Relm XL™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. As shown, gamingdevice 104A is a reel machine having a gaming display area 118comprising a number (typically 3 or 5) of mechanical reels 130 withvarious symbols displayed on them. The mechanical reels 130 areindependently spun and stopped to show a set of symbols within thegaming display area 118 which may be used to determine an outcome to thegame.

In many configurations, the gaming device 104A may have a main display128 (e.g., video display monitor) mounted to, or above, the gamingdisplay area 118. The main display 128 can be a high-resolution liquidcrystal display (LCD), plasma, light emitting diode (LED), or organiclight emitting diode (OLED) panel which may be flat or curved as shown,a cathode ray tube, or other conventional electronically controlledvideo monitor.

In some implementations, the bill validator 124 may also function as a“ticket-in” reader that allows the player to use a casino issued creditticket to load credits onto the gaming device 104A (e.g., in a cashlessticket (“TITO”) system). In such cashless implementations, the gamingdevice 104A may also include a “ticket-out” printer 126 for outputting acredit ticket when a “cash out” button is pressed. Cashless TITO systemsare used to generate and track unique bar-codes or other indicatorsprinted on tickets to allow players to avoid the use of bills and coinsby loading credits using a ticket reader and cashing out credits using aticket-out printer 126 on the gaming device 104A. The gaming device 104Acan have hardware meters for purposes including ensuring regulatorycompliance and monitoring the player credit balance. In addition, therecan be additional meters that record the total amount of money wageredon the gaming device, total amount of money deposited, total amount ofmoney withdrawn, total amount of winnings on gaming device 104A.

In some implementations, a player tracking card reader 144, atransceiver for wireless communication with a mobile device (e.g., aplayer’s smartphone), a keypad 146, and/or an illuminated display 148for reading, receiving, entering, and/or displaying player trackinginformation is provided in gaming device 104A. In such implementations,a game controller within the gaming device 104A can communicate with theplayer tracking system server 110 to send and receive player trackinginformation.

Gaming device 104A may also include a bonus topper wheel 134. When bonusplay is triggered (e.g., by a player achieving a particular outcome orset of outcomes in the primary game), bonus topper wheel 134 isoperative to spin and stop with indicator arrow 136 indicating theoutcome of the bonus game. Bonus topper wheel 134 is typically used toplay a bonus game, but it could also be incorporated into play of thebase or primary game.

A candle 138 may be mounted on the top of gaming device 104A and may beactivated by a player (e.g., using a switch or one of buttons 122) toindicate to operations staff that gaming device 104A has experienced amalfunction or the player requires service. The candle 138 is also oftenused to indicate a jackpot has been won and to alert staff that a handpayout of an award may be needed.

There may also be one or more information panels 152 which may be aback-lit, silkscreened glass panel with lettering to indicate generalgame information including, for example, a game denomination (e.g.,$0.25 or $1), pay lines, pay tables, and/or various game relatedgraphics. In some implementations, the information panel(s) 152 may beimplemented as an additional video display.

Gaming devices 104A have traditionally also included a handle 132typically mounted to the side of main cabinet 116 which may be used toinitiate game play.

Many or all the above described components can be controlled bycircuitry (e.g., a game controller) housed inside the main cabinet 116of the gaming device 104A, the details of which are shown in FIG. 2A.

An alternative example gaming device 104B illustrated in FIG. 1 is theArc™ model gaming device manufactured by Aristocrat® Technologies, Inc.Note that where possible, reference numerals identifying similarfeatures of the gaming device 104A implementation are also identified inthe gaming device 104B implementation using the same reference numbers.Gaming device 104B does not include physical reels and instead showsgame play functions on main display 128. An optional topper screen 140may be used as a secondary game display for bonus play, to show gamefeatures or attraction activities while a game is not in play, or anyother information or media desired by the game designer or operator. Insome implementations, the optional topper screen 140 may also oralternatively be used to display progressive jackpot prizes available toa player during play of gaming device 104B.

Example gaming device 104B includes a main cabinet 116 including a maindoor which opens to provide access to the interior of the gaming device104B. The main or service door is typically used by service personnel torefill the ticket-out printer 126 and collect bills and tickets insertedinto the bill validator 124. The main or service door may also beaccessed to reset the machine, verify and/or upgrade the software, andfor general maintenance operations.

Another example gaming device 104C shown is the Helix™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. Gaming device 104Cincludes a main display 128A that is in a landscape orientation.Although not illustrated by the front view provided, the main display128A may have a curvature radius from top to bottom, or alternativelyfrom side to side. In some implementations, main display 128A is a flatpanel display. Main display 128A is typically used for primary game playwhile secondary display 128B is typically used for bonus game play, toshow game features or attraction activities while the game is not inplay or any other information or media desired by the game designer oroperator. In some implementations, example gaming device 104C may alsoinclude speakers 142 to output various audio such as game sound,background music, etc.

Many different types of games, including mechanical slot games, videoslot games, video poker, video black jack, video pachinko, keno, bingo,and lottery, may be provided with or implemented within the depictedgaming devices 104A-104C and other similar gaming devices. Each gamingdevice may also be operable to provide many different games. Games maybe differentiated according to themes, sounds, graphics, type of game(e.g., slot game vs. card game vs. game with aspects of skill),denomination, number of paylines, maximum jackpot, progressive ornon-progressive, bonus games, and may be deployed for operation in Class2 or Class 3, etc.

FIG. 2A is a block diagram depicting exemplary internal electroniccomponents of a gaming device 200 connected to various external systems.All or parts of the gaming device 200 shown could be used to implementany one of the example gaming devices 104A-X depicted in FIG. 1 . Asshown in FIG. 2A, gaming device 200 includes a topper display 216 oranother form of a top box (e.g., a topper wheel, a topper screen, etc.)that sits above cabinet 218. Cabinet 218 or topper display 216 may alsohouse a number of other components which may be used to add features toa game being played on gaming device 200, including speakers 220, aticket printer 222 which prints bar-coded tickets or other media ormechanisms for storing or indicating a player’s credit value, a ticketreader 224 which reads bar-coded tickets or other media or mechanismsfor storing or indicating a player’s credit value, and a player trackinginterface 232. Player tracking interface 232 may include a keypad 226for entering information, a player tracking display 228 for displayinginformation (e.g., an illuminated or video display), a card reader 230for receiving data and/or communicating information to and from media ora device such as a smart phone enabling player tracking. FIG. 2 alsodepicts utilizing a ticket printer 222 to print tickets for a TITOsystem server 108. Gaming device 200 may further include a billvalidator 234, player-input buttons 236 for player input, cabinetsecurity sensors 238 to detect unauthorized opening of the cabinet 218,a primary game display 240, and a secondary game display 242, eachcoupled to and operable under the control of game controller 202.

The games available for play on the gaming device 200 are controlled bya game controller 202 that includes one or more processors 204.Processor 204 represents a general-purpose processor, a specializedprocessor intended to perform certain functional tasks, or a combinationthereof. As an example, processor 204 can be a central processing unit(CPU) that has one or more multi-core processing units and memorymediums (e.g., cache memory) that function as buffers and/or temporarystorage for data. Alternatively, processor 204 can be a specializedprocessor, such as an application specific integrated circuit (ASIC),graphics processing unit (GPU), field-programmable gate array (FPGA),digital signal processor (DSP), or another type of hardware accelerator.In another example, processor 204 is a system on chip (SoC) thatcombines and integrates one or more general-purpose processors and/orone or more specialized processors. Although FIG. 2A illustrates thatgame controller 202 includes a single processor 204, game controller 202is not limited to this representation and instead can include multipleprocessors 204 (e.g., two or more processors).

FIG. 2A illustrates that processor 204 is operatively coupled to memory208. Memory 208 is defined herein as including volatile and nonvolatilememory and other types of non-transitory data storage components.Volatile memory is memory that do not retain data values upon loss ofpower. Nonvolatile memory is memory that do retain data upon a loss ofpower. Examples of memory 208 include random access memory (RAM),read-only memory (ROM), hard disk drives, solid-state drives, universalserial bus (USB) flash drives, memory cards accessed via a memory cardreader, floppy disks accessed via an associated floppy disk drive,optical discs accessed via an optical disc drive, magnetic tapesaccessed via an appropriate tape drive, and/or other memory components,or a combination of any two or more of these memory components. Inaddition, examples of RAM include static random access memory (SRAM),dynamic random access memory (DRAM), magnetic random access memory(MRAM), and other such devices. Examples of ROM include a programmableread-only memory (PROM), an erasable programmable read-only memory(EPROM), an electrically erasable programmable read-only memory(EEPROM), or other like memory device. Even though FIG. 2A illustratesthat game controller 202 includes a single memory 208, game controller202 could include multiple memories 208 for storing program instructionsand/or data.

Memory 208 can store one or more game programs 206 that provide programinstructions and/or data for carrying out various implementations (e.g.,game mechanics) described herein. Stated another way, game program 206represents an executable program stored in any portion or component ofmemory 208. In one or more implementations, game program 206 is embodiedin the form of source code that includes human-readable statementswritten in a programming language or machine code that containsnumerical instructions recognizable by a suitable execution system, suchas a processor 204 in a game controller or other system. Examples ofexecutable programs include: (1) a compiled program that can betranslated into machine code in a format that can be loaded into arandom access portion of memory 208 and run by processor 204; (2) sourcecode that may be expressed in proper format such as object code that iscapable of being loaded into a random access portion of memory 208 andexecuted by processor 204; and (3) source code that may be interpretedby another executable program to generate instructions in a randomaccess portion of memory 208 to be executed by processor 204.

Alternatively, game programs 206 can be set up to generate one or moregame instances based on instructions and/or data that gaming device 200exchanges with one or more remote gaming devices, such as a centraldetermination gaming system server 106 (not shown in FIG. 2A but shownin FIG. 1 ). For purpose of this disclosure, the term “game instance”refers to a play or a round of a game that gaming device 200 presents(e.g., via a user interface (UI)) to a player. The game instance iscommunicated to gaming device 200 via the network 214 and then displayedon gaming device 200. For example, gaming device 200 may execute gameprogram 206 as video streaming software that allows the game to bedisplayed on gaming device 200. When a game is stored on gaming device200, it may be loaded from memory 208 (e.g., from a read only memory(ROM)) or from the central determination gaming system server 106 tomemory 208.

Gaming devices, such as gaming device 200, are highly regulated toensure fairness and, in many cases, gaming device 200 is operable toaward monetary awards (e.g., typically dispensed in the form of aredeemable voucher). Therefore, to satisfy security and regulatoryrequirements in a gaming environment, hardware and softwarearchitectures are implemented in gaming devices 200 that differsignificantly from those of general-purpose computers. Adapting generalpurpose computers to function as gaming devices 200 is not simple orstraightforward because of: (1) the regulatory requirements for gamingdevices 200, (2) the harsh environment in which gaming devices 200operate, (3) security requirements, (4) fault tolerance requirements,and (5) the requirement for additional special purpose componentryenabling functionality of an EGM. These differences require substantialengineering effort with respect to game design implementation, gamemechanics, hardware components, and software.

One regulatory requirement for games running on gaming device 200generally involves complying with a certain level of randomness.Typically, gaming jurisdictions mandate that gaming devices 200 satisfya minimum level of randomness without specifying how a gaming device 200should achieve this level of randomness. To comply, FIG. 2A illustratesthat gaming device 200 could include an RNG 212 that utilizes hardwareand/or software to generate RNG outcomes that lack any pattern. The RNGoperations are often specialized and non-generic in order to comply withregulatory and gaming requirements. For example, in a slot game, gameprogram 206 can initiate multiple RNG calls to RNG 212 to generate RNGoutcomes, where each RNG call and RNG outcome corresponds to an outcomefor a reel. In another example, gaming device 200 can be a Class IIgaming device where RNG 212 generates RNG outcomes for creating Bingocards. In one or more implementations, RNG 212 could be one of a set ofRNGs operating on gaming device 200. More generally, an output of theRNG 212 can be the basis on which game outcomes are determined by thegame controller 202. Game developers could vary the degree of truerandomness for each RNG (e.g., pseudorandom) and utilize specific RNGsdepending on game requirements. The output of the RNG 212 can include arandom number or pseudorandom number (either is generally referred to asa “random number”).

In FIG. 2A, RNG 212 and hardware RNG 244 are shown in dashed lines toillustrate that RNG 212, hardware RNG 244, or both can be included ingaming device 200. In one implementation, instead of including RNG 212,gaming device 200 could include a hardware RNG 244 that generates RNGoutcomes. Analogous to RNG 212, hardware RNG 244 performs specializedand non-generic operations in order to comply with regulatory and gamingrequirements. For example, because of regulation requirements, hardwareRNG 244 could be a random number generator that securely produces randomnumbers for cryptography use. The gaming device 200 then uses the securerandom numbers to generate game outcomes for one or more game features.In another implementation, the gaming device 200 could include bothhardware RNG 244 and RNG 212. RNG 212 may utilize the RNG outcomes fromhardware RNG 244 as one of many sources of entropy for generating securerandom numbers for the game features.

Another regulatory requirement for running games on gaming device 200includes ensuring a certain level of RTP. Similar to the randomnessrequirement discussed above, numerous gaming jurisdictions also mandatethat gaming device 200 provides a minimum level of RTP (e.g., RTP of atleast 75%). A game can use one or more lookup tables (also calledweighted tables) as part of a technical solution that satisfiesregulatory requirements for randomness and RTP. In particular, a lookuptable can integrate game features (e.g., trigger events for specialmodes or bonus games; newly introduced game elements such as extrareels, new symbols, or new cards; stop positions for dynamic gameelements such as spinning reels, spinning wheels, or shifting reels; orcard selections from a deck) with random numbers generated by one ormore RNGs, so as to achieve a given level of volatility for a targetlevel of RTP. (In general, volatility refers to the frequency orprobability of an event such as a special mode, payout, etc. Forexample, for a target level of RTP, a higher-volatility game may have alower payout most of the time with an occasional bonus having a veryhigh payout, while a lower-volatility game has a steadier payout withmore frequent bonuses of smaller amounts.) Configuring a lookup tablecan involve engineering decisions with respect to how RNG outcomes aremapped to game outcomes for a given game feature, while still satisfyingregulatory requirements for RTP. Configuring a lookup table can alsoinvolve engineering decisions about whether different game features arecombined in a given entry of the lookup table or split between differententries (for the respective game features), while still satisfyingregulatory requirements for RTP and allowing for varying levels of gamevolatility.

FIG. 2A illustrates that gaming device 200 includes an RNG conversionengine 210 that translates the RNG outcome from RNG 212 to a gameoutcome presented to a player. To meet a designated RTP, a gamedeveloper can set up the RNG conversion engine 210 to utilize one ormore lookup tables to translate the RNG outcome to a symbol element,stop position on a reel strip layout, and/or randomly chosen aspect of agame feature. As an example, the lookup tables can regulate a prizepayout amount for each RNG outcome and how often the gaming device 200pays out the prize payout amounts. The RNG conversion engine 210 couldutilize one lookup table to map the RNG outcome to a game outcomedisplayed to a player and a second lookup table as a pay table fordetermining the prize payout amount for each game outcome. The mappingbetween the RNG outcome to the game outcome controls the frequency inhitting certain prize payout amounts.

FIG. 2A also depicts that gaming device 200 is connected over network214 to player tracking system server 110. Player tracking system server110 may be, for example, an OASIS® system manufactured by Aristocrat®Technologies, Inc. Player tracking system server 110 is used to trackplay (e.g. amount wagered, games played, time of play and/or otherquantitative or qualitative measures) for individual players so that anoperator may reward players in a loyalty program. The player may use theplayer tracking interface 232 to access his/her account information,activate free play, and/or request various information. Player trackingor loyalty programs seek to reward players for their play and help buildbrand loyalty to the gaming establishment. The rewards typicallycorrespond to the player’s level of patronage (e.g., to the player’splaying frequency and/or total amount of game plays at a given casino).Player tracking rewards may be complimentary and/or discounted meals,lodging, entertainment and/or additional play. Player trackinginformation may be combined with other information that is now readilyobtainable by a casino management system.

When a player wishes to play the gaming device 200, he/she can insertcash or a ticket voucher through a coin acceptor (not shown) or billvalidator 234 to establish a credit balance on the gaming device. Thecredit balance is used by the player to place wagers on instances of thegame and to receive credit awards based on the outcome of winninginstances. The credit balance is decreased by the amount of each wagerand increased upon a win. The player can add additional credits to thebalance at any time. The player may also optionally insert a loyaltyclub card into the card reader 230. During the game, the player viewswith one or more UIs, the game outcome on one or more of the primarygame display 240 and secondary game display 242. Other game and prizeinformation may also be displayed.

For each game instance, a player may make selections, which may affectplay of the game. For example, the player may vary the total amountwagered by selecting the amount bet per line and the number of linesplayed. In many games, the player is asked to initiate or select optionsduring course of game play (such as spinning a wheel to begin a bonusround or select various items during a feature game). The player maymake these selections using the player-input buttons 236, the primarygame display 240 which may be a touch screen, or using some other devicewhich enables a player to input information into the gaming device 200.

During certain game events, the gaming device 200 may display visual andauditory effects that can be perceived by the player. These effects addto the excitement of a game, which makes a player more likely to enjoythe playing experience. Auditory effects include various sounds that areprojected by the speakers 220. Visual effects include flashing lights,strobing lights or other patterns displayed from lights on the gamingdevice 200 or from lights behind the information panel 152 (FIG. 1 ).

When the player is done, he/she cashes out the credit balance (typicallyby pressing a cash out button to receive a ticket from the ticketprinter 222). The ticket may be “cashed-in” for money or inserted intoanother machine to establish a credit balance for play.

Additionally, or alternatively, gaming devices 104A-104X and 200 caninclude or be coupled to one or more wireless transmitters, receivers,and/or transceivers (not shown in FIGS. 1 and 2A) that communicate(e.g., Bluetooth® or other near-field communication technology) with oneor more mobile devices to perform a variety of wireless operations in acasino environment. Examples of wireless operations in a casinoenvironment include detecting the presence of mobile devices, performingcredit, points, comps, or other marketing or hard currency transfers,establishing wagering sessions, and/or providing a personalizedcasino-based experience using a mobile application. In oneimplementation, to perform these wireless operations, a wirelesstransmitter or transceiver initiates a secure wireless connectionbetween a gaming device 104A-104X and 200 and a mobile device. Afterestablishing a secure wireless connection between the gaming device104A-104X and 200 and the mobile device, the wireless transmitter ortransceiver does not send and/or receive application data to and/or fromthe mobile device. Rather, the mobile device communicates with gamingdevices 104A-104X and 200 using another wireless connection (e.g., WiFiⓇor cellular network). In another implementation, a wireless transceiverestablishes a secure connection to directly communicate with the mobiledevice. The mobile device and gaming device 104A-104X and 200 sends andreceives data utilizing the wireless transceiver instead of utilizing anexternal network. For example, the mobile device would perform digitalwallet transactions by directly communicating with the wirelesstransceiver. In one or more implementations, a wireless transmittercould broadcast data received by one or more mobile devices withoutestablishing a pairing connection with the mobile devices.

Although FIGS. 1 and 2A illustrate specific implementations of a gamingdevice (e.g., gaming devices 104A-104X and 200), the disclosure is notlimited to those implementations shown in FIGS. 1 and 2 . For example,not all gaming devices suitable for implementing implementations of thepresent disclosure necessarily include top wheels, top boxes,information panels, cashless ticket systems, and/or player trackingsystems. Further, some suitable gaming devices have only a single gamedisplay that includes only a mechanical set of reels and/or a videodisplay, while others are designed for bar counters or tabletops andhave displays that face upwards. Gaming devices 104A-104X and 200 mayalso include other processors that are not separately shown. Using FIG.2A as an example, gaming device 200 could include display controllers(not shown in FIG. 2A) configured to receive video input signals orinstructions to display images on game displays 240 and 242.Alternatively, such display controllers may be integrated into the gamecontroller 202. The use and discussion of FIGS. 1 and 2 are examples tofacilitate ease of description and explanation.

FIG. 2B depicts a casino gaming environment according to one example. Inthis example, the casino 251 includes banks 252 of EGMs 104. In thisexample, each bank 252 of EGMs 104 includes a corresponding gamingsignage system 254 (also shown in FIG. 2A). According to thisimplementation, the casino 251 also includes mobile gaming devices 256,which are also configured to present wagering games in this example. Themobile gaming devices 256 may, for example, include tablet devices,cellular phones, smart phones and/or other handheld devices. In thisexample, the mobile gaming devices 256 are configured for communicationwith one or more other devices in the casino 251, including but notlimited to one or more of the server computers 102, via wireless accesspoints 258.

According to some examples, the mobile gaming devices 256 may beconfigured for stand-alone determination of game outcomes. However, insome alternative implementations the mobile gaming devices 256 may beconfigured to receive game outcomes from another device, such as thecentral determination gaming system server 106, one of the EGMs 104,etc.

Some mobile gaming devices 256 may be configured to accept monetarycredits from a credit or debit card, via a wireless interface (e.g., viaa wireless payment app), via tickets, via a patron casino account, etc.However, some mobile gaming devices 256 may not be configured to acceptmonetary credits via a credit or debit card. Some mobile gaming devices256 may include a ticket reader and/or a ticket printer whereas somemobile gaming devices 256 may not, depending on the particularimplementation.

In some implementations, the casino 251 may include one or more kiosks260 that are configured to facilitate monetary transactions involvingthe mobile gaming devices 256, which may include cash out and/or cash intransactions. The kiosks 260 may be configured for wired and/or wirelesscommunication with the mobile gaming devices 256. The kiosks 260 may beconfigured to accept monetary credits from casino patrons 262 and/or todispense monetary credits to casino patrons 262 via cash, a credit ordebit card, via a wireless interface (e.g., via a wireless payment app),via tickets, etc. According to some examples, the kiosks 260 may beconfigured to accept monetary credits from a casino patron and toprovide a corresponding amount of monetary credits to a mobile gamingdevice 256 for wagering purposes, e.g., via a wireless link such as anear-field communications link. In some such examples, when a casinopatron 262 is ready to cash out, the casino patron 262 may select a cashout option provided by a mobile gaming device 256, which may include areal button or a virtual button (e.g., a button provided via a graphicaluser interface) in some instances. In some such examples, the mobilegaming device 256 may send a “cash out” signal to a kiosk 260 via awireless link in response to receiving a “cash out” indication from acasino patron. The kiosk 260 may provide monetary credits to the casinopatron 262 corresponding to the “cash out” signal, which may be in theform of cash, a credit ticket, a credit transmitted to a financialaccount corresponding to the casino patron, etc.

In some implementations, a cash-in process and/or a cash-out process maybe facilitated by the TITO system server 108. For example, the TITOsystem server 108 may control, or at least authorize, ticket-in andticket-out transactions that involve a mobile gaming device 256 and/or akiosk 260.

Some mobile gaming devices 256 may be configured for receiving and/ortransmitting player loyalty information. For example, some mobile gamingdevices 256 may be configured for wireless communication with the playertracking system server 110. Some mobile gaming devices 256 may beconfigured for receiving and/or transmitting player loyalty informationvia wireless communication with a patron’s player loyalty card, apatron’s smartphone, etc.

According to some implementations, a mobile gaming device 256 may beconfigured to provide safeguards that prevent the mobile gaming device256 from being used by an unauthorized person. For example, some mobilegaming devices 256 may include one or more biometric sensors and may beconfigured to receive input via the biometric sensor(s) to verify theidentity of an authorized patron. Some mobile gaming devices 256 may beconfigured to function only within a predetermined or configurable area,such as a casino gaming area.

FIG. 2C is a diagram that shows examples of components of a system forproviding online gaming according to some aspects of the presentdisclosure. As with other figures presented in this disclosure, thenumbers, types and arrangements of gaming devices shown in FIG. 2C aremerely shown by way of example. In this example, various gaming devices,including but not limited to end user devices (EUDs) 264 a, 264 b and264 c are capable of communication via one or more networks 417. Thenetworks 417 may, for example, include one or more cellular telephonenetworks, the Internet, etc. In this example, the EUDs 264 a and 264 bare mobile devices: according to this example the EUD 264 a is a tabletdevice and the EUD 264 b is a smart phone. In this implementation, theEUD 264 c is a laptop computer that is located within a residence 266 atthe time depicted in FIG. 2C. Accordingly, in this example the hardwareof EUDs is not specifically configured for online gaming, although eachEUD is configured with software for online gaming. For example, each EUDmay be configured with a web browser. Other implementations may includeother types of EUD, some of which may be specifically configured foronline gaming.

In this example, a gaming data center 276 includes various devices thatare configured to provide online wagering games via the networks 417.The gaming data center 276 is capable of communication with the networks417 via the gateway 272. In this example, switches 278 and routers 280are configured to provide network connectivity for devices of the gamingdata center 276, including storage devices 282 a, servers 284 a and oneor more workstations 570 a. The servers 284 a may, for example, beconfigured to provide access to a library of games for online game play.In some examples, code for executing at least some of the games mayinitially be stored on one or more of the storage devices 282 a. Thecode may be subsequently loaded onto a server 284 a after selection by aplayer via an EUD and communication of that selection from the EUD viathe networks 417. The server 284 a onto which code for the selected gamehas been loaded may provide the game according to selections made by aplayer and indicated via the player’s EUD. In other examples, code forexecuting at least some of the games may initially be stored on one ormore of the servers 284 a. Although only one gaming data center 276 isshown in FIG. 2C, some implementations may include multiple gaming datacenters 276.

In this example, a financial institution data center 270 is alsoconfigured for communication via the networks 417. Here, the financialinstitution data center 270 includes servers 284 b, storage devices 282b, and one or more workstations 286 b. According to this example, thefinancial institution data center 270 is configured to maintainfinancial accounts, such as checking accounts, savings accounts, loanaccounts, etc. In some implementations one or more of the authorizedusers 274 a-274 c may maintain at least one financial account with thefinancial institution that is serviced via the financial institutiondata center 270.

According to some implementations, the gaming data center 276 may beconfigured to provide online wagering games in which money may be won orlost. According to some such implementations, one or more of the servers284 a may be configured to monitor player credit balances, which may beexpressed in game credits, in currency units, or in any otherappropriate manner. In some implementations, the server(s) 284 a may beconfigured to obtain financial credits from and/or provide financialcredits to one or more financial institutions, according to a player’s“cash in” selections, wagering game results and a player’s “cash out”instructions. According to some such implementations, the server(s) 284a may be configured to electronically credit or debit the account of aplayer that is maintained by a financial institution, e.g., an accountthat is maintained via the financial institution data center 270. Theserver(s) 284 a may, in some examples, be configured to maintain anaudit record of such transactions.

In some alternative implementations, the gaming data center 276 may beconfigured to provide online wagering games for which credits may not beexchanged for cash or the equivalent. In some such examples, players maypurchase game credits for online game play, but may not “cash out” formonetary credit after a gaming session. Moreover, although the financialinstitution data center 270 and the gaming data center 276 include theirown servers and storage devices in this example, in some examples thefinancial institution data center 270 and/or the gaming data center 276may use offsite “cloud-based” servers and/or storage devices. In somealternative examples, the financial institution data center 270 and/orthe gaming data center 276 may rely entirely on cloud-based servers.

One or more types of devices in the gaming data center 276 (orelsewhere) may be capable of executing middleware, e.g., for datamanagement and/or device communication. Authentication information,player tracking information, etc., including but not limited toinformation obtained by EUDs 264 and/or other information regardingauthorized users of EUDs 264 (including but not limited to theauthorized users 274 a-274 c), may be stored on storage devices 282and/or servers 284. Other game-related information and/or software, suchas information and/or software relating to leaderboards, playerscurrently playing a game, game themes, game-related promotions, gamecompetitions, etc., also may be stored on storage devices 282 and/orservers 284. In some implementations, some such game-related softwaremay be available as “apps” and may be downloadable (e.g., from thegaming data center 276) by authorized users.

In some examples, authorized users and/or entities (such asrepresentatives of gaming regulatory authorities) may obtaingaming-related information via the gaming data center 276. One or moreother devices (such EUDs 264 or devices of the gaming data center 276)may act as intermediaries for such data feeds. Such devices may, forexample, be capable of applying data filtering algorithms, executingdata summary and/or analysis software, etc. In some implementations,data filtering, summary and/or analysis software may be available as“apps” and downloadable by authorized users.

FIG. 3 illustrates, in block diagram form, an implementation of a gameprocessing architecture 300 that implements a game processing pipelinefor the play of a game in accordance with various implementationsdescribed herein. As shown in FIG. 3 , the gaming processing pipelinestarts with having a UI system 302 receive one or more player inputs forthe game instance. Based on the player input(s), the UI system 302generates and sends one or more RNG calls to a game processing backendsystem 314. Game processing backend system 314 then processes the RNGcalls with RNG engine 316 to generate one or more RNG outcomes. The RNGoutcomes are then sent to the RNG conversion engine 320 to generate oneor more game outcomes for the UI system 302 to display to a player. Thegame processing architecture 300 can implement the game processingpipeline using a gaming device, such as gaming devices 104A-104X and 200shown in FIGS. 1 and 2 , respectively. Alternatively, portions of thegaming processing architecture 300 can implement the game processingpipeline using a gaming device and one or more remote gaming devices,such as central determination gaming system server 106 shown in FIG. 1 .

The UI system 302 includes one or more UIs that a player can interactwith. The UI system 302 could include one or more game play UIs 304, oneor more bonus game play UIs 308, and one or more multiplayer UIs 312,where each UI type includes one or more mechanical UIs and/or graphicalUIs (GUIs). In other words, game play UI 304, bonus game play UI 308,and the multiplayer UI 312 may utilize a variety of UI elements, such asmechanical UI elements (e.g., physical “spin” button or mechanicalreels) and/or GUI elements (e.g., virtual reels shown on a video displayor a virtual button deck) to receive player inputs and/or present gameplay to a player. Using FIG. 3 as an example, the different UI elementsare shown as game play UI elements 306A-306N and bonus game play UIelements 310A-310N.

The game play UI 304 represents a UI that a player typically interfaceswith for a base game. During a game instance of a base game, the gameplay UI elements 306A-306N (e.g., GUI elements depicting one or morevirtual reels) are shown and/or made available to a user. In asubsequent game instance, the UI system 302 could transition out of thebase game to one or more bonus games. The bonus game play UI 308represents a UI that utilizes bonus game play UI elements 310A-310N fora player to interact with and/or view during a bonus game. In one ormore implementations, at least some of the game play UI element306A-306N are similar to the bonus game play UI elements 310A-310N. Inother implementations, the game play UI element 306A-306N can differfrom the bonus game play UI elements 310A-310N.

FIG. 3 also illustrates that UI system 302 could include a multiplayerUI 312 purposed for game play that differs or is separate from thetypical base game. For example, multiplayer UI 312 could be set up toreceive player inputs and/or presents game play information relating toa tournament mode. When a gaming device transitions from a primary gamemode that presents the base game to a tournament mode, a single gamingdevice is linked and synchronized to other gaming devices to generate atournament outcome. For example, multiple RNG engines 316 correspondingto each gaming device could be collectively linked to determine atournament outcome. To enhance a player’s gaming experience, tournamentmode can modify and synchronize sound, music, reel spin speed, and/orother operations of the gaming devices according to the tournament gameplay. After tournament game play ends, operators can switch back thegaming device from tournament mode to a primary game mode to present thebase game. Although FIG. 3 does not explicitly depict that multiplayerUI 312 includes UI elements, multiplayer UI 312 could also include oneor more multiplayer UI elements.

Based on the player inputs, the UI system 302 could generate RNG callsto a game processing backend system 314. As an example, the UI system302 could use one or more application programming interfaces (APIs) togenerate the RNG calls. To process the RNG calls, the RNG engine 316could utilize gaming RNG 318 and/or non-gaming RNGs 319A-319N. GamingRNG 318 could corresponds to RNG 212 or hardware RNG 244 shown in FIG.2A. As previously discussed with reference to FIG. 2A, gaming RNG 318often performs specialized and non-generic operations that comply withregulatory and/or game requirements. For example, because of regulationrequirements, gaming RNG 318 could correspond to RNG 212 by being acryptographic RNG or pseudorandom number generator (PRNG) (e.g., FortunaPRNG) that securely produces random numbers for one or more gamefeatures. To securely generate random numbers, gaming RNG 318 couldcollect random data from various sources of entropy, such as from anoperating system (OS) and/or a hardware RNG (e.g., hardware RNG 244shown in FIG. 2A). Alternatively, non-gaming RNGs 319A-319N may not becryptographically secure and/or be computationally less expensive.Non-gaming RNGs 319A-319N can, thus, be used to generate outcomes fornon-gaming purposes. As an example, non-gaming RNGs 319A-319N cangenerate random numbers for generating random messages that appear onthe gaming device.

The RNG conversion engine 320 processes each RNG outcome from RNG engine316 and converts the RNG outcome to a UI outcome that is feedback to theUI system 302. With reference to FIG. 2A, RNG conversion engine 320corresponds to RNG conversion engine 210 used for game play. Aspreviously described, RNG conversion engine 320 translates the RNGoutcome from the RNG 212 to a game outcome presented to a player. RNGconversion engine 320 utilizes one or more lookup tables 322A-322N toregulate a prize payout amount for each RNG outcome and how often thegaming device pays out the derived prize payout amounts. In one example,the RNG conversion engine 320 could utilize one lookup table to map theRNG outcome to a game outcome displayed to a player and a second lookuptable as a pay table for determining the prize payout amount for eachgame outcome. In this example, the mapping between the RNG outcome andthe game outcome controls the frequency in hitting certain prize payoutamounts. Different lookup tables could be utilized depending on thedifferent game modes, for example, a base game versus a bonus game.

After generating the UI outcome, the game processing backend system 314sends the UI outcome to the UI system 302. Examples of UI outcomes aresymbols to display on a video reel or reel stops for a mechanical reel.In one example, if the UI outcome is for a base game, the UI system 302updates one or more game play UI elements 306A-306N, such as symbols,for the game play UI 304. In another example, if the UI outcome is for abonus game, the UI system could update one or more bonus game play UIelements 310A-310N (e.g., symbols) for the bonus game play UI 308. Inresponse to updating the appropriate UI, the player may subsequentlyprovide additional player inputs to initiate a subsequent game instancethat progresses through the game processing pipeline.

FIG. 4 is an example blockchain system 400 for the tokenization ofdigital assets associated with electronic gaming, as described herein.

In the example shown in FIG. 4 , blockchain system 400 includes a systemblockchain 401. System blockchain 401 includes a land-based environment402 that supports land-based electronic gaming devices such as EGMs 104(shown in FIG. 1 ) and a digital environment 404 that supports digitalgaming (e.g., online or mobile real-money or social gaming). Environment402 includes example land-based casinos 406, 408 (illustrated in FIG. 4as partition shards for “Operator_1” and “Operator_2”). Environment 404includes example digital environments 410, 412 (e.g., mobileapplications) (illustrated in FIG. 4 as partition shards for“Platform_1” and “Platform_2”). In the example embodiment, each ofcasinos 406, 408 and environments/apps 410, 412 are associated with ashard and/or partition in system blockchain 401. Further, each ofcasinos 406, 408 and environments/apps 410, 412 is associated with avalidator node 414-420 and an archive node 422-428. Validator nodes414-420 and archive nodes 422-428 are associated with a gaming entitynetwork 430 (e.g., of the “owner” or “manager” of the blockchain system400).

In some embodiments, validator nodes 414-420 are configured to storeblockchain data (e.g., associated with system blockchain 401 and/or aspecific shard 406-412). Nodes 414-420 participate in block validation,and verify all blocks and states in system blockchain 401. States (e.g.,verifiable random function (VRF) proofs, price states, and/or any otherstates) may be derived from nodes 414-420. Further, nodes 414-420 servenetwork 430 by, as an example, providing data on system blockchain 401requested by network 430.

In some embodiments, nodes 414-420 may be configured to be used withrelatively low processing capacity devices (e.g., mobile phones,embedded devices, etc., that may not be capable of storing gigabytes ofblockchain data). For example, nodes 414-420 may only store a headerchain (e.g., block headers for blocks in system blockchain 401) and mayrequest all other data from system blockchain 401. Nodes 414-420 maythen verify the validity of received data against state roots in thestored block headers.

In some embodiments, archive nodes 422-428 are configured to store alldata stored in full nodes in system blockchain 401 and build an archiveof historical states of the full nodes in the system blockchain 401.Nodes 422-428 generating an archive is useful to, for example, query aprior account balance stored at a particular block. The data stored innodes 422-428 may represent terabytes of data in order to be useful fora variety of services (e.g., generating blockchain analytics, etc.)and/or service providers (e.g., block explorers, wallet vendors, etc.)associated with blockchain 401.

Gaming entity network 430 further includes game database 432 (e.g.,storing game code, assets, art, sound, pay tables, backend math in gameRNGs 450, 452 for example electronic games) and a player database 434(e.g., associated with server 110). Blockchain 401 also includes systemsmart contracts 436 including a layer 438-444 associated with each ofcasinos 406, 408 and environments/apps 410, 412.

The blockchain system 400 also includes a wallet database 446 incommunication with player database 434 (e.g., storing player walletdata). The blockchain system 400 further includes an electronic gamedatabase 448 (e.g., storing audio and visual settings for exampleelectronic games 454, 456).

In the example embodiment, the system blockchain 401 utilizes electronicgaming tokens (EGTs) as partially fungible tokens (PFTs) (“tokens”) asdescribed herein. Token partitions may follow gaming entity standards.As examples, an “A” standard may be associated with a base currency. Thebase currency may be received when a player trades from an exchange orpurchases directly from a gaming entity (e.g., and is what allowsplayers to enjoy the gaming entity’s service). A “D” standard may beassociated with player rewards for digital gaming, functioning as asecurity token (e.g., it can be used for digital gaming but cannot beused for trading). An “L” standard may be associated with securitytokens for tertiary recipients (e.g., gaming rewards that are sent to acharity of the player’s choice).

As further examples, the above standards/partitions may be furtherpartitioned (e.g., each mobile environment 410, 412 and/or casino 406,408 may have its own partition tailored for its own use).

One goal of utilizing the system blockchain 401 across casinos 406, 408and mobile environments 410, 412 alike is to have currency types thatsupport various types of gaming across various operators and use cases(e.g., land-based or mobile) and will encourage players to use bought orearned digital assets they’re not interested in using with one area,across multiple areas. Further, minimizing digital assets not incirculation by increasing player content engagement will increaseadvertisement engagement, and thus more ad revenue. For example, aplayer may win a grand jackpot in one mobile application (e.g., 410) andmay use the winnings to get cosmetic upgrades to a character in anothermobile application (e.g., 412). In some embodiments, players may useEGTs in both mobile and land-based environments (e.g., 406-412).Further, by creating casino specific wallets (e.g., for casinos 406,408), each wallet can be allowed access to (e.g., whitelisted) tomultiple “D” standard tokens, and thus players can use tokensinterchangeably across the specific casinos and/or mobile applications.

In some embodiments, the system blockchain 401 may utilize proof of work(PoW) sustainability. Some cryptocurrencies rely on PoW to make ledgerssecure. A PoW is a random string of data such that when summed with thecontents of a block and passed through a cryptographic hash function,outputs a string with its first X number of digits equal to zero, Xbeing algorithmically determined based on the amount of miners on thenetwork such that finding a proof takes approximately ten minutes. Withthis model, security is paid with work (e.g., energy).

In some embodiments, system blockchain 401 may utilize proof of stake(PoS) sustainability. With PoS, members of the network (e.g., users withdevices connected to the network) have the opportunity to basically vowto the integrity of the network, and they back this vow with a largequantity of tokens called stake. This is done by creating what is calleda node. When creating a node, it must commit to being online and readyto perform a PoS if randomly selected within a contracted fixed period(e.g., six months). During this time stake cannot be accessed. A nodelistens for broadcasted transactions and writes them to the generalledger. It then reconciles all block transactions and validates theblock with a number of preceding blocks. A block validating node iscalled a validator (e.g., 414-420). If another node finds fault in thatblock, the node at fault’s stake is lost to balance the ledger.Furthermore, the node loses reputation. Reputation is a metric of howreliable a node is. The more reliable, the better reputation, and themore likely the node is chosen to do a block validation. If a nodesuccessfully validates a block, that node gets a reward.

A PoS node does not need to perform thousands of hash functions persecond, validating a node can simply be done with a mobile phone.Replacing energy-costly PoW with PoS may massively reduce global energyconsumption. Accordingly, PoS embodiments may be preferred with systemblockchain 401.

Prior to implementation, it is commonplace for token creators to put apercentage of token supply into circulation, to attract investors andthe public to build validators. A small percentage of token supply,maybe 10-20%, may be reserved for gifting to gaming entity partners asstake, for the purpose of building nodes. These partners could beland-based operators such as casinos.

In some embodiments, the system blockchain 401 may be publiclyaccessible (e.g., land-based EGMs being adapted to link to playerwallets). In some embodiments, an operator wallet (e.g., stored indatabase 446) may be a downloadable app on a player phone, and functionas: a) an operator-exclusive wallet; b) fiat currency (e.g., legaltender whose value is tied to a government-issued currency) to EGT andEGT to fiat market rate exchange; and c) proof of identity. In theexample embodiment, players prove their identity first before using thewallet, then can buy EGTs (tokens that can only be used for gaming), win“A” tokens on land based games, and win “D” tokens on digital games. Anexample interface may show an account balance, and a point of sale.Accordingly, database 446 is a private secure database of wallet IDs andplayers proof of identity.

Further, if a game (e.g., at an EGM or mobile device) crashes after agame is purchased but before the game result is revealed, the gameresult must be recoverable. Accordingly, the EGT price must also berecoverable. To resolve this, player wallet and smart-bridge pricestates may be saved to the ledger before gameplay.

One issue with PoW, and potentially PoS as well can be slow transactionspeeds. Players don’t want to have to wait for long periods of timebetween games. One solution to this problem may be a Directed AcyclicGraphology (DAG) Side-chain. DAG is a faster transaction method. Asopposed to a single node validating one block at a time, multiple nodeswork in parallel, validating multiple transactions as they’re made witha very small PoS operation.

It cannot support large transfers as a node’s stake is split to maximizetransaction bandwidth, making it ideal for many small transactions. TheDAG works in parallel with the main-chain in what is called a side-chainallowing users to securely move funds between them with highertransaction speeds. DAG can also be used to validate multiple distinctblockchain blocks simultaneously.

An alternative to DAG is the concept of sharding and optimistic rollups,that together could theoretically support 100,000 transactions persecond (tx/s). Sharding is where the main-chain is broken up from onechain into multiple smaller chains enabling validators (e.g., 414-420)to validate multiple chains simultaneously. Sharding works to storedata, meaning transactions and smart contracts may need to be executedon a separate layer (e.g., system smart contracts 436).

Optimistic rollups are a type of layer solution that may not work on themain-chain, but instead above it (e.g., on a different layer). Thisenables transactions and smart contracts to execute en mass while stillbeing secured by the sharding PoS. It works by an aggregator takingsmart contracts off chain, aggregating them and creating a new smartcontract, merkle root (proof), and transaction on the shard. Anyaggregator can challenge an aggregators’ merkle proof, and if invalid,the fraudulent one loses a part of their stake, and the new one claimsthose rewards.

In other words, transactions performed on optimistic rollups 438-444 maybe stored/aggregated in at least one smart-contract where users depositfunds, aggregators sign up, and fraud proofs are committed, as examples.As an example of utilization of rollups 438-444, a user may deploytransaction of a smart contract off of system blockchain 401 to anaggregator (e.g., a block producer). The aggregator may then deploy thetransaction, thus creating a new smart contract. The aggregator thencomputes a new state root (e.g., a merkle root) and creates atransaction that contains the computed new state root. Any user thatsees an aggregator deploying an invalid state root (e.g., a state rootcreated by including invalid transactions) may then challenge thataggregator by posting a valid state root along with the associatedmerkle proofs. The user may then slash (e.g., remove data created by theaggregator) the generated fraudulent root (e.g., and any blocks builtstemming from/on top of the root) and claim rewards/benefits/stake whilethe fraudulent aggregator loses their stake. Then, after aninvalid/fraudulent block has been identified and a fraud proof isfinalized, the portion of system blockchain 401 including the fraudulentblock can be rolled back and resume from the previous non-fraudulentblock.

An important part of PoS integrity is node reputation. Game-manufacturerowned nodes with high reputation means the game manufacturer has notforged the ledger, and with node and stake ownership distributed betweena game manufacturer, game manufacturer partners, and the public, allthree sectors keep each other honest.

DAG uses a small PoS to work. This need can be filled by player wallets,whereby with each transaction for EGT, a percentage of EGT must bestaked on their player wallet node. Players can’t then spend stakedtokens lest they lose reputation. This accomplishes: a) rewardingplayers for not emptying the contents of their wallet; and b) penalizingplayers before spending beyond their means. How much a player can thenbet is a function of their wallet node stake, and reputation.

Further, a game manufacturer having its own general ledger that handlescash flow directly with the end user eliminates double handling, and theneed for middleman companies. A public general ledger also invitesscrutiny, and validates claims to the game manufacturer holding itselfto rigorous standards of integrity, while also promoting anti-moneylaundering.

If an electronic game crashes after the game is purchased but before thegame result is revealed to the player, the game result must berecoverable. Having the game result as an outcome resolved by a smartcontract ensures that once the smart contract is resolved, the gameoutcome is immutable. A solution to this problem includes utilization ofgame RNGs 450, 452 serving as an online database 432.

When calling a function on a smart contract, the function is broadcastedto a node or nodes 414-428 on network 430 as a transaction. Nodes414-428 on the network then collect transactions, and publish them as ablock to the rest of network 430. Once a node 414-428 has verified thatthe other node’s list of transactions are valid, it then accepts theblock and moves on to validating the next block. This makes the randomnumber function exploitable.

Given, for example, a coin flip contract whereby heads doubles the bet,and tails the bet is lost, a random function is used to determine headsor tails ( e.g., random >= 50 is heads, random < 50 is tails). If a node414-428 could publish a transaction only to itself and not share it,node 414-428 could then run the coin flip function to see if the outcomeis a win or loss, and choose not to include that transaction in the nextblock it’s validating. Node 414-428 could repeat this processindefinitely until it finally won the coin flip and solved the nextblock, and profit.

With the addition of a second smart contract in the transaction process,the game outcome and the relevant payout quantity must be resolved.Accordingly, game RNG outcomes may first be generated off-chain, andthen brought on-chain.

By making a request within the smart contract to game RNGs 450, 452 togenerate a Verifiable Random Function (VRF), an RNG outcome may begenerated off chain (e.g., off of the system blockchain 401). Thefunction takes a seed, and outputs a provably random number. VRF can beused for generating random numbers for any game, where any outcome isthe modulus by a game’s total possible outcomes of the VRF output. Forexample, for each spin of a reel game a request is made with a seed(e.g., where the seed is a hash function of collected random data fromvarious sources of entropy).

By having the RNG outcome be verifiable, the VRF proof can be validatedwith the transaction, preventing game RNGs 450, 452 from faking gameoutcomes (e.g., as explained above with respect to repeating a coin flipuntil a winning outcome is achieved). Its use must be restricted forusers with a wallet IDs that have been verified off chain (e.g., via aknow your customer (KYC) check). This verification is to prevent attacks(e.g., Sybil attacks), where a malevolent actor can subvert thereputation system of a game RNG by creating a large number of identitiesand gain a disproportionally large influence over the network. Theseattacks may also be mitigated by incurring an economic cost, for examplea player wishing to use the system without KYC can opt to pay a fee pertransaction, effectively lowering the efficacy of their bet and byextension reducing their RTP.

In some embodiments, to avoid being labelled an operator, these fees maynot be paid to operated nodes, and therefore these transactions may bevalidated by public nodes. Another alternative for land-based games isPersonhood Validation, which is to enforce a one-to-one correspondencebetween online identities and real-world users. This could be done bycreating temporary paper wallets with a 24 hour cooldown, issued bycasino kiosks for players to use. However, this method may include thesecurity risk of enabling casinos to perform Sybil attacks.

FIGS. 5A-9 illustrate an example implementation of a blockchain system500 for integrated transaction operations between a system owner (orjust “owner”), multiple operators (e.g., casinos), and their variousplayers using partially fungible tokens (“PFTs”). A PFT is anon-fungible token (“NFT”) with the functionality to enable a token tobe fungible with another token. In some embodiments, the blockchainsystem 500 of FIGS. 5A-9 may be similar to the blockchain system 400shown in FIG. 4 . The term “operator” and “casino” may be usedinterchangeably herein. In this example embodiment, a “coin” is a storeof value on a blockchain ledger, a smart contract (or just “contract”)is a set of instructions and conditions defining a use of a coin, and atoken is a coin with a use defined by the contract(s). In this exampleembodiment, value is traded between these three parties via tokenexchange within the blockchain system 500 (e.g., on the systemblockchain 401), with conditions set on token use via the blockchain(e.g., via system smart contracts 436). Players exchange currency fortokens. Players then give tokens to casinos (e.g., via land-based ormobile gaming), with casinos giving back a percentage based on thereturn to player (“RTP”) set (e.g., by the casinos) for each of theparticular games. Under this model, the casinos typically accumulatetokens on the blockchain as players play their various games. If casinosand players are able to trade tokens freely, the accumulated tokens maygrant influence over the market and may lead to token pricemanipulation, favoring the casino and disparaging the player.Accordingly, the owner acts as a central exchange (“CEX”), functioningas a middleman between casinos and players, where players can buy, sell,and use tokens, and casinos can sell tokens.

FIG. 5A and FIG. 5B illustrate various exchanges between an owner,casinos, and players during use of the blockchain system 500. FIG. 5Aillustrates real money exchanges between the three parties, where FIG.5B illustrates “fake” money exchanges, with arrows defining direction ofexchanges (e.g., transactions on the blockchain or transactions betweenoff-chain accounts of the parties). In the example embodiment, fundingsources 510 represent any store of currency (e.g., bank accounts, creditor debit accounts, or the like). Wallets 512 represent accounts for thevarious parties on the blockchain. A wallet 512 includes apublic/private key pair that is associated with an individual account onthe blockchain, where the “address” of a particular wallet 512 is thepublic key of the wallet. For this use, token transactions are writtenas a public address, token ID, and quantity tuple. The private andpublic key generate a proof authorizing amendments to the ledger forthat associated public key.

As shown in FIG. 5A and FIG. 5B, an owner of the example blockchainsystem 500 has owner funding sources (“FSs”) 510A and owner wallet(s)512A. The owner FS 510A can perform off-blockchain real moneytransactions to or from player FSs 510C (e.g., during token purchases orredemption of tokens between the players and the owner). Such real moneytransactions also include a corresponding, complementary exchange ofthose tokens between the parties via on-chain transactions between theowner wallet 512A and player wallet 512C.

During game play, a particular player may have the purchased tokens intheir player wallet 512C and may use those tokens to facilitate gameplay via on-chain transactions. For example, when a “bet” transactioninvolves token value (e.g., in a bet amount) being transferred from theplayer wallet 512C of the player to a casino wallet 512B of theparticular casino on the blockchain. Awards returned to the player,represented here by RTP 502, are “award” transactions transferringtokens from the casino wallet 512B back to the player wallet 512C (e.g.,in an award amount) on the blockchain.

As casinos accumulate tokens, the owner and casinos can similarlyexchange tokens for real money. For example, in a “redemption”transaction, tokens are transferred from the casino wallet 512B to theowner wallet 512A in exchange for real money in a transaction from theowner FS 510A to a casino FS 510B. Notably, in the “fake” moneyembodiments of FIG. 5B, while the player purchases the virtual currency(e.g., “fake” money tokens) using their player FS 510C, those tokens areonly used by the player to play the games, and are not redeemable (e.g.,to the owner or to the casinos) for real money. As such, no tokentransfer occurs from the player wallets 512C back to the owner wallet512A. By disabling the ability of players to sell tokens on theexchange, no demand for the tokens is created. The only use for thetoken is to trade it to casinos for game play (e.g., RTP 502). Such isthe design principle for certain digital casino games, when gambling for“real” money is unlawful.

FIG. 6 illustrates aspects of a central exchange (“CEX”) 602 provided bythe owner in the blockchain system 500. The CEX 602 may include one ormore computing devices (not separately shown), some or all of which mayparticipate in the blockchains provided by the blockchain system 500(e.g., the system blockchain 401 and/or the RNG blockchain 432 of FIG. 4, and the system network 430). The CEX 602 manages the owner FSs 510Aand the owner wallet 512A, and performs various on-chain and off-chaintransactions, interactions, and process steps with the casinos (e.g.,via the casino FSs 510B and casino wallets 512B) and the players (e.g.,via the player FSs 510C and player wallets 512C), such as thetransactions described in FIG. 5A and FIG. 5B. For example, the CEX 602may initiate on-chain transactions such as the transfer of tokens fromthe owner wallet 512A to or from the player wallets 512C or casinowallets 512B, as well as initiating the complementary off-chain, realmoney transactions between the owner FSs 510A and the player FSs 510C orcasino FSs 510B.

In addition, FIG. 6 also illustrates a process for adding a new player,“Player_X”, to the blockchain system 500. In the example embodiment, theCEX 602 authenticates player identities for the various players orotherwise stores proofs of player identities (or “POI”) 606 (e.g., datathat may be used to authenticate players). At operation 610, the CEX 602adds a new player, “Player_X”, to the blockchain system 500. This mayinclude identifying, and perhaps authenticating the player and one ormore player FSs 510C for the new player. This may also include managinga private, off-chain record of players and public addresses (e.g., inthe player database 434 of FIG. 4 ).

At operation 610, in the example embodiment, the CEX 602 creates (e.g.,“mints”) a player security token 604 for the new player (e.g., on thesystem blockchain 401). Security tokens, or just “securities”, aretokens that enables functionality within a contract. Numerous functionswithin the blockchain system 500 are disabled by default for all but theowner (e.g., the CEX 602), but certain functionalities may be enabledfor certain other participating parties in the blockchain system (e.g.,for casinos or players) using security tokens. Here, a player securitytoken 604 is created for each player. A player security 604 ensures thatcasinos and the owner known their customers, which helps inhibitmalicious activities that may jeopardize the network, such ascallToTransfer spamming, without having to resort to increasingtransaction fees. The player security token 604 is a single tokenIDissued to multiple addresses.

At operation 614, the CEX 602 creates a player wallet 512C for the newplayer. Creation of this player wallet 512C may include creating thepublic/private key pair associated with the wallet, or allowing a playerdevice (e.g., a mobile device of the player) to create thepublic/private key pair and share the public key with the CEX 602 (e.g.,upload the public key into the blockchain 401, thereby defining ablockchain account for the player) while maintaining the private key insecret.

FIG. 7 illustrates a process for adding a new casino to the blockchainsystem 500. In the example embodiment, when a new casino (e.g.,“Casino_X”) joins the blockchain system 500, the CEX 602 validatesvarious aspects of the new casino at operation 714, including proof ofgambling license 710 for the casino, the employer identification number(“EIN”) of the casino, and perhaps one or more casino FSs 512B. When allvalidating information is verified, the new casino is added to theblockchain system 500 at operation 716.

At operation 718, the CEX 602 identifies and defines which gaming type720 the new casino will support. In the example embodiment, theblockchain system 500 defines three types of gaming environments, orgaming types 720. The first gaming type 720 is land-based gaming onelectronic gaming devices, shown here as EGM 720A. Such land-basedelectronic gaming devices include the EGMs 104 and gaming devices 200shown in FIG. 1 to FIG. 2C (e.g., stationary cabinet-oriented ortabletop gaming devices). The second gaming type 720 is online realmoney gambling, shown here as RMG 720B. Such online, real money gamblingincludes online gambling using players’ mobile devices, such as EUDs 264(shown in FIG. 2C). The third gaming type 720 is digital gaming orsocial gaming, shown here as digital 720C. Digital gaming involvesin-game-only virtual currencies (e.g., “fake money”) that are notredeemable for real money. Players typically participate in digitalgaming via their mobile devices, such as EUDs 264, or similar devices.

At operation 722, the CEX 602 creates (e.g., “mints”) casino tokens forthe new casino on the system blockchain 401 (shown here as tokensCasino_X 728). In the example embodiment, creating new casino tokensincludes creating a new partition (e.g., as shown and described inrelation to FIG. 4 ). These casino tokens 728 are distinguished fromsecurity tokens in that casino tokens 728 are PFTs that are configuredto be exchangeable for game play (e.g., on gaming devices provided bythe associated casino, such as in the land-based environment 402 of FIG.4 , or via online real money or social gaming platforms provided by theassociated casino, such as in the digital environment 404 of FIG. 4 ).In the example embodiment, every casino token 728 and security token hasa tokenID, and each are discrete and are non-partitionable. Casinotokens 728 can be configured to be fungible with other casino tokens728, but securities are non-fungible except for within itself. Casinotokens 728 of the same tokenID are fully fungible, and casino tokens 728of differing tokenIDs are not fungible by default. When casino tokens728 are minted (e.g., created within the system blockchain 401), all ofthe casino tokens 728 for the new casino are by default assigned to theowner wallet 512A. Once enabled for use, the new casino tokens 728 maythen be sold to players for game play or to the casino for support ofgame play awards (e.g., as purchase transactions on the systemblockchain 401).

At operation 724, in the example embodiment, the CEX 602 creates (e.g.,“mints”) a security token 702 for the new casino. Security tokens enablefunctionalities, whereby without the security token 702, the associatedfunctions are disabled for all but the owner. Security tokens 702 may bereferred to herein as simply “securities.” In the example embodiment,security tokens 702 enable an address to transfer a corresponding casinotoken 728 (e.g., on the system blockchain 401). A wallet 512 with asecurity token 702 for an associated transfer is defined as secure, suchthat any secure address may transfer the particular casino tokens 728 toany other secure address. Securities cannot be transferred. They canonly be minted and burned (e.g., created or deleted). Further, thesecurity token 702 identifies one of the game types, EGM, RMG, ordigital. A casino security is a proof to the blockchain system 500 thatan operator with a security for a corresponding game type (e.g., classof gaming/gambling) is lawfully conducting such gaming.

At operation 726, in the example embodiment, the CEX 602 creates acasino wallet 512B for the new casino (e.g., on the system blockchain401). Each casino defined in the blockchain system 500 has a casinowallet 512B, as well as an associated security token 702 for transactingin their own casino tokens 728. FIGS. 7-9 use bold line to visuallyidentify the associations between various blockchain features for agiven casino.

Once the casino is established within the blockchain system 500, the CEX602 may be configured to begin accepting tokens 728 for the new casino.Once token transactions are enabled for the new casino tokens 728,purchase and redemption of tokens 728 by players and the casino arepermitted to occur, and game play transactions (e.g., bets and awards)are permitted to occur. At operation 732, smart contracts are updated onthe system blockchain 401.

FIG. 8 illustrates a process for adding a new game to the blockchainsystem 500 and configuring a particular casino to be allowed to operatethat game in the blockchain system 500. In the example embodiment, whena new game (e.g., “Game_X”) is added to the blockchain system 500, a newgame is added by the CEX 602 at operation 810. At operation 812, the CEX602 verifies that the new game has been approved by regulators to bedeployed in gaming. Each game includes game rules, game data, and gameart and sounds (e.g., game assets), which can be embodied inexecutables, pay tables (e.g., used in RNG outcome and awarddetermination), and the like. This game content is typically reviewed byregulators prior to deployment in live gaming environments. At operation814, the game rules and data are added to the blockchain system 500(e.g., to the game art and sound 448, to the game database 432 shown inFIG. 4 ). At operation 816, the pay tables and RNG are added to theblockchain system 500 (e.g., to the RNG blockchain 432 as a smartcontract, to the RNG engine 460 shown in FIG. 4 ).

At operation 820, in the example embodiment, the CEX 602 creates(“mints”) a game security token (or just “game security”) 802 for thenew game. A game security 802 for a particular game functions as alicense to operate that particular game. When a contract makes a callfrom an address of a casino (e.g., to get game data from a remote gameserver), the license for that particular game to that particularrequesting casino can be verified. By default the game security 802 forthe new game is assigned to the owner wallet 512A.

At operation 830, in the example embodiment, a casino acquires rights(e.g., “buys”) in a particular game (e.g., from the owner). If, at test832, the license type is a perpetual license, then the CEX 602 performsa transaction for the licensed rights at operation 834, the proceedsfrom which go into a funding source 804 for that game. Once thetransaction is confirmed, the CEX 602 creates (“mints”) a game securitytoken 802 for that purchasing casino. At any particular time, eachcasino may have numerous game securities 802 active in the blockchainsystem 500, thus allowing that casino to operate many games. If, at test832, the license type is a subscription, the CEX 602 performs an initialtransaction (e.g., as in operations 834, 820) and then waits until thesubscription lapses at operation 840. If the subscription is set to autorenew at test 842, another transaction for the renewal is performed atoperation 834, otherwise the CEX 602 deletes (“burns”) the game securitytoken 802 for that particular casino (e.g., on the system blockchain401). FIG. 8 represents this varied assignment of game securities 802with each associated casino, casino security 802, casino wallet 512B,casino token 728, and local casino database 806 with bold line.

FIG. 9 illustrates a process for conducting game play within theblockchain system 500. In the example embodiment, a player begins a newplay session with a particular operator/casino (e.g., an in-personsession at a land-based EGM 104, an on-premise or remote gaming sessionon a mobile device, or the like). At operation 910, the player wallet512C is identified for the gaming session and a particular casino token728. At operations 912 and 914, player security and casino security arechecked by the blockchain system 500 (e.g., establishing and verifyingplayer identity, casino identity, registration with the blockchainsystem 500, existence of player security 604 for the player and casinosecurity and the like). A particular game is identified at operations916 and 920. At operation 922, game data is loaded on the gaming deviceand a security check for the game is performed at operation 924 (e.g.,verifying that the particular casino has a game security token 802 forthe identified game). In the example embodiment, operations 910-926 areperformed by the local device 806 (e.g., an operator server for thecasino, such as CMS 114 or the like).

At operation 930, the gaming device receives a chosen bet amount for aparticular play of a game (e.g., as input by the player in tokens). Atoperation 932, the blockchain system 500 verifies that the player has atoken balance enough to cover the given bet amount (e.g., by inspectingthe player wallet 512C on the system blockchain 401 for a tokenbalance). At operation 934, the gaming device initiates game play (e.g.,beginning the visual displays on the gaming device). At operation 940, atoken price is identified for the bet amount.

At operation 942, a bet transaction is created (e.g., by the gamingdevice, by a remote game server, by the CEX 602) and transmitted to thesystem blockchain 401 transferring the bet amount from the player wallet512C of the active player to the casino wallet 512B of the associatedcasino. This bet transaction triggers a smart contract 436 on the systemblockchain 436 to engage the RNG blockchain and smart contracts 432 togenerate and record an RNG outcome at operation 950. The RNG outcomeincludes an RNG value that is used to determine a game outcome atoperation 952 (e.g., using the pay table of the particular game). If, attest 954, the game outcome is a “win” for the player (e.g., a non-zeropayout award), then the system smart contract generates and transmits anaward transaction into the system blockchain at operation 960 thatcauses an award amount, in casino tokens 728, to be transferred from thecasino wallet 512B to the player wallet 512C. Further, the RNG and gameoutcome is transmitted back to the gaming device, and the game displaysthe associated game result (e.g., in both visual graphics and awardamount), as well as update the balance on the gaming device to reflectthe withdrawal of the bet amount and possibly the addition of an awardamount.

While the disclosure has been described with respect to the figures, itwill be appreciated that many modifications and changes may be made bythose skilled in the art without departing from the spirit of thedisclosure. Any variation and derivation from the above description andfigures are included in the scope of the present disclosure as definedby the claims.

What is claimed is:
 1. A blockchain system for supporting electronicgaming on a plurality of electronic gaming devices, the blockchainsystem comprising: a primary blockchain defining a first set of tokensconfigured to be used for game play for a first gaming operator, thefirst set of tokens being partially fungible tokens (PFTs) on theprimary blockchain; and a system server participating in the primaryblockchain and comprising at least one processor executing instructionsthat are configured to cause the at least one processor to: identify agame outcome from a play of an electronic game based on output of arandom number generator, the game outcome includes an award amount ofPFTs; generate a blockchain transaction that includes an operatoraddress as a funds source account of the blockchain transaction, aplayer address as a destination account of the blockchain transaction,and the award amount of PFTs; and transmit the blockchain transactioninto the primary blockchain, thereby transferring the award amount ofPFTs.
 2. The blockchain system of claim 1, further comprising asecondary blockchain that includes a first smart contract, the firstsmart contract is configured to: generate the output of the randomnumber generator; and record the output of the random number generatorwithin the secondary blockchain.
 3. The blockchain system of claim 2,wherein the primary blockchain includes a second smart contract, thesecond smart contract is configured to trigger execution of the firstsmart contract based on a bet transaction having been performed on theprimary blockchain.
 4. The blockchain system of claim 1, wherein theinstructions are further configured to cause the at least one processorto: create a security token on the primary blockchain, the securitytoken is configured to control access to the electronic game, therebyallowing gaming devices associated with the first gaming operator toperform bet transactions on the primary blockchain during game play ofthe electronic game.
 5. The blockchain system of claim 1, wherein theinstructions are further configured to cause the at least one processorto: create a security token on the primary blockchain, the securitytoken is configured to control participation rights of the gamingoperator in the primary blockchain, thereby allowing transactions theoperator to perform transactions on the primary blockchain with thefirst set of tokens.
 6. The blockchain system of claim 1, wherein theprimary blockchain further defines a second set of tokens configured tobe used for game play for a second gaming operator, the second set oftokens being partially fungible tokens (PFTs) on the blockchain, thesecond set of tokens being different than the first set of tokens. 7.The blockchain system of claim 1, wherein the first set of tokens isconfigured with a gaming type that includes one of land-based gaming,online real money gaming, and online social gaming, wherein the primaryblockchain, wherein the primary blockchain is configured to allowtransactions in the first set of tokens for only game play of the gamingtype.
 8. A method for supporting electronic gaming, the methodcomprising: creating a first set of tokens on a first blockchain, thefirst set of tokens being configured to facilitate game playtransactions for an electronic game of a first gaming operator, thefirst set of tokens being partially fungible tokens (PFTs) on the firstblockchain; identifying a game outcome from a play of the electronicgame based on output of a random number generator, the game outcomeincludes an award amount of PFTs; generating a blockchain transactionthat includes an operator address as a funds source account of theblockchain transaction, a player address as a destination account of theblockchain transaction, and the award amount of PFTs; and transmittingthe blockchain transaction into the first blockchain, therebytransferring the award amount of PFTs.
 9. The method of claim 8, furthercomprising: defining a second blockchain that includes a first smartcontract, the first smart contract is configured to: generate the outputof the random number generator; and record the output of the randomnumber generator within the second blockchain.
 10. The method of claim9, wherein the first blockchain includes a second smart contract, thesecond smart contract being configured to trigger execution of the firstsmart contract based on a bet transaction having been performed on thefirst blockchain.
 11. The method of claim 8, further comprising creatinga security token on the first blockchain, the security token beingconfigured to control access to the electronic game, thereby allowinggaming devices associated with the first gaming operator to perform bettransactions on the first blockchain during game play of the electronicgame.
 12. The method of claim 8, further comprising creating a securitytoken on the first blockchain, the security token being configured tocontrol participation rights of the gaming operator in the firstblockchain, thereby allowing transactions the operator to performtransactions on the first blockchain with the first set of tokens. 13.The method of claim 8, wherein the first blockchain further defines asecond set of tokens configured to be used for game play for a secondgaming operator, the second set of tokens being partially fungibletokens (PFTs) on the first blockchain, the second set of tokens beingdifferent than the first set of tokens.
 14. The method of claim 8,wherein the first set of tokens is configured with a gaming type thatincludes one of land-based gaming, online real money gaming, and onlinesocial gaming, wherein the first blockchain, wherein the firstblockchain is configured to allow transactions in the first set oftokens for only game play of the gaming type.
 15. A blockchain systemcomprising: a memory storing a primary blockchain; and at least oneprocessor executing instructions that are configured to cause the atleast one processor to: create a first set of tokens as partiallyfungible tokens (PFTs) on the primary blockchain, the first set oftokens being configured to be used for game play for a first gamingoperator; identify a game outcome from a play of an electronic gamebased on output of a random number generator, the game outcome includesan award amount of PFTs; generate a blockchain transaction that includesan operator address as a funds source account of the blockchaintransaction, a player address as a destination account of the blockchaintransaction, and the award amount of PFTs; and transmit the blockchaintransaction into the primary blockchain, thereby transferring the awardamount of PFTs.
 16. The blockchain system of claim 15, wherein thememory further stores a secondary blockchain that includes a first smartcontract, wherein the first smart contract is configured to: generatethe output of the random number generator; and record the output of therandom number generator within the secondary blockchain.
 17. Theblockchain system of claim 16, wherein the primary blockchain includes asecond smart contract, wherein the second smart contract is configuredto trigger execution of the first smart contract based on a bettransaction having been performed on the primary blockchain.
 18. Theblockchain system of claim 15, wherein the instructions are furtherconfigured to cause the at least one processor to create a securitytoken on the primary blockchain, the security token is configured tocontrol access to the electronic game, thereby allowing gaming devicesassociated with the first gaming operator to perform bet transactions onthe primary blockchain during game play of the electronic game.
 19. Theblockchain system of claim 15, wherein the instructions are furtherconfigured to cause the at least one processor to create a securitytoken on the primary blockchain, the security token is configured tocontrol participation rights of the gaming operator in the primaryblockchain, thereby allowing transactions the operator to performtransactions on the primary blockchain with the first set of tokens. 20.The blockchain system of claim 15, wherein the first set of tokens isconfigured with a gaming type that includes one of land-based gaming,online real money gaming, and online social gaming, wherein the primaryblockchain, wherein the primary blockchain is configured to allowtransactions in the first set of tokens for only game play of the gamingtype.